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1
LEARNING OBJECTS AND VIRTUAL REALITY IN
TEACHING DESCRIPTIVE GEOMETRY
04/2009
Alvaro José Rodrigues de Lima - EBA - GERGAV - UFRJ, [email protected]
Luciana Guimarães Rodrigues de Lima - LATEC- GERGAV - UFRJ,
Cristina Jasbinschek Haguenauer - ECO - LATEC - UFRJ, [email protected]
Gerson Gomes Cunha – LAMCE – COPPE – UFRJ, [email protected]
Methods and Technologies
Undergraduate Education
Research Report
Innovative Experiment
Abstract The present article approaches the development of learning objects in the Computer Graphics Laboratory at the School of Fine Arts at the Federal University of Rio de Janeiro for teaching/learning the discipline of Descriptive Geometry, using the resources of Virtual Reality, in an association among three study groups at UFRJ: the Study Group of Graphic Representation in Virtual Environments - Grupo de Estudos de Representação Gráfica em Ambientes Virtuais at the School of Fine Arts at the Federal University of Rio de Janeiro (GERGAV/ EBA/UFRJ), the Research Laboratory in Information and Communication Technologies - Laboratório de Pesquisa em Tecnologias da Informação e da Comunicação (LATEC/UFRJ) and the Applied Virtual Reality Group- Grupo de Realidade Virtual e Aplicada from the Laboratory for Computational Methods in Engineering - Laboratório de Métodos Computacionais em Engenharia at COPPE /UFRJ (GRVa/LAMCE). Keywords: Learning Objects, Virtual Reality, Descriptive Geometry
2
1 Introduction
This paper presents a study involving the development of learning
objects at the Computer Graphics Laboratory at the School of Fine Arts at the
Federal University of Rio de Janeiro (EBA/UFRJ). Students of the 2nd year of
Interior Design, Landscape Design, Scenography, Clothing and Sculpture have
developed projects aimed at their respective professional careers. In this way,
proficiency until recently restricted to graduate or specialization courses was
acquired.
The student should be encouraged to research all of the forms of media,
all the sources, in all of the times and spaces, combining the classroom and the
on-line. Presentation the results of the study to the professor and colleagues, as
well as reporting, comparing, contextualizing, systematizing and delving deeper
into them is fundamental. (MORAN, 2004)
2 Learning Objects
“Using the approach of Learning Objects in the construction of
digital educational material has even further increased the
enthusiasm of both educators and students. The possibility of
accessing in the Web greatly advanced reusable resources
means a greater savings of time and production costs and,
therefore, a greater likelihood of increased offers for extended
education.” (NASCIMENTO, 2007, p. 135)
For Leffa (2006), although there is no consensus among the
researchers in this area, many studies have highlighted certain characteristics
that contribute to a clearer concept of Learning Objects (LO). However, there
are as many definitions as there are authors or entities involved, and the
concepts seem confusing. Here are some examples:
“Any entity, digital or not, that can be reused in learning,
education or training” (IEEE: Institute of Electrical and
Electronics Engineers).
3
“Digital modular resource, individually identified and
catalogued, that can be used to support learning” (National
Learning Infrastructure Initiative).
“Reusable instruction unit, typically used in electronic learning”
(Wikipedia).
“Any digital resource that can be used as a support for
learning” (WILEY, 2000).
“Pedagogic document” (ARIADNE: Alliance of Remote
Instructional Authoring and Distribution Networks for
Europe).
“Component of educational software” (ESCOT: Educational
Software Components of Tomorrow).
“Online learning material” (MERLOT: Multimedia Educational
Resource for Learning and On-Line Teaching).
“A small learning unit” (Wisconsin Online Resource Center).
“Resource:” (Apple Learning Interchange).
(LEFFA, 2006. p. 4)
Gazzoni et al (2006) considers the expression Learning Objects as
didactic digital material, having the characteristic of being able to store and then
reuse. It is always structured by content to be learned, in other words, by a
curricular unit or any didactic material, a lesson, by class, course or training
program content,.
Leffa (2006) suggests that a good example of LO would be that offered
by the Program of Extended Education at the University of Wisconsin (Wisc-
Online):
“A small unit of electronic data characterized as being flexible,
reusable, customized, inter-operable, recoverable and able to
facilitating learning based on capability and increase content
value”. (University of Wisconsin-Extension)
For Filho et al (2004, apud Teixeira, 2008), the “Learning Objects can
be described as any resource used to support the learning process”. Sá and
Machado (2004, apud Teixeira, 2008) complement this by saying that they are
“digital resources, that can be used, reused and combined with other objects to
form a rich and flexible learning environment”.
4
However, the most complete definition of LO is found in the studies by
Vaz:
“Learning object is any digital entity with educational objectives
used by a DL application. It is characterized by meta-data
which facilitate indexing, recovery and reuse of the LOs. The
LOs can include any media, of various sizes and formats (for
example, video or radio), flash animation, a simple digital
component or a complete Web site“ (VAZ, 2009. p. 387).
Gazzoni et al, (2006) shows us that the IEEE (Institute of Electro-
Electronic Engineers) and IMS (Instructional Management System) consider the
following characteristics as common to all Learning Objects:
Reusable: permits that the LOs can be used in different manners, as basic
modules, to work different contents in different contexts;
Portability: the capacity of an object to be executed at different work platforms;
Modularity: refers to the LO form, which should be independent modules, and
not sequential, so that they can be used together with other resources and in
different contexts. An LO is part of a complete course, which can contain other
learning objects or be contained in one or more objects or in one or more
courses;
Metadata: a complete description of the attributes of the object that will be
catalogued, obeying the indexing, research and object recovery standards,
making it understandable for the various platforms. The information is: title,
author, date, publication, keywords, description, objectives, characteristics that
indicate how, when and by whom the object was developed, stored and how it
is formatted. The most common meta-data standards are: Learning Object
Metadata (LOM) of the IEEE and the Sharable Content Object Reference;
Interactivity: is one of the most important characteristics, as it refers to the
interaction of the student with the object. The interaction can be active or not,
according to the concept of the object.
Besides the above-mentioned characteristics, the Learning Objects
should also have the following attributes:
Flexibility: they are built in modules that have a beginning, middle and end,
however, are flexible and can be reused without maintenance;
5
Facility for updating: as all data, relative to the object, are located in the same
Data Bank, the updating performed via corrections and improvements is simple;
Customization: as all objects are independent, they can be used in distinct
courses (under-grad, specialization or any other type of course);
Interoperability: storing of LOs is standard. The reuse of the objects not only
on the level of teaching platform, but on an international level;
Increase teaching quality: the LO can be reused many times in many courses.
With this, its consolidation grows and significantly improves the quality of
teaching;
Indexing and search: standardization of objects also aims to facilitate the
search for a determinate object in any bank of objects that is available.
According to Falkembach (2005, apud Gazzoni, 2006), the process of
concept and development of an LO includes the planning, modeling, installment
and distribution. Planning involves choosing the theme to be worked and
should answer some questions, such as: what is the objective of the Learning
Object? What public is it targeted for? How will the content be presented?
When and how will the object be used? How will the student interact with the
object? What results are expected?
Similarly, Nascimento (2009) states that a critical analysis of the team
producing the learning objects, with relation to the pedagogic planning of these
materials and in relation to the use of the technology is necessary. As the
following text indicates:
“Upon composing a learning object, it is fundamental that the
teams recognize the importance of combining knowledge in the
specific area of the disciplinary content with knowledge about the
principles of the learning process.” (NASCIMENTO, 2009, p.136)
3 Virtual Reality
Tori & Kirner (2006) adopted the following definition of Virtual Reality
(VR):
“ Virtual Reality is, before all else, an ‘advanced user interface’
to access applications executed in the computer, having the
characteristics of visualization of, and movement in, tri-
6
dimensional real-time environments and the interaction with
elements of this environment. Besides this visualization, the
experience of the VR user can be enriched by stimulation of
the other senses, such as touching and hearing”. (TORI &
KIRNER, 2006, p.6)
In the 80’s, VR equipment began to be commercialized, such as
helmets (HMD - Head Mounted Displays) and Gloves with force feedback
(which allow to feel and touch virtual objects). Initially, VR aimed to simulate
flights for the military industry. Its application was extended to the most varied
fields: academic and industrial research, then simulating prototypes for the
automobile, naval and aerospace industries as well as in medicine for tele-
surgery and the entertainment industry, with 3D games. (GEOCITIES, 2009)
VR can be divided into immersive and non-immersive. It is called
immersive when it is based upon the use of helmets and gloves. It is non-
immersive when the PC monitor is used for the simulation. (Idem, 2009). For
Distance Education, non-immersive VR has become a viable tool with the
development of VRML -Virtual Reality Modeling Language. VRML is free and
uses open code, created to be used on the Internet, and thereby justifying its
great potential for educational applications. As Marins defends:
“With VRML it is possible to construct Internet sites, with
interactive tri-dimensional objects that can be linked to text,
audio, video files or even to other VRML sites and worlds”.
(MARINS et al., 2007, p.3)
4 The Development of Learning Objects at UFRJ Computer Graphics
Laboratory
“It is difficult to construct a good simulation LO without a
development team that includes: teachers with the domain of
the explored area of knowledge, teachers or students having
experience with production tools and knowledge of the
potential of the technology, as well as a professional with
knowledge about the learning processes and cognitive
principles.” (NASCIMENTO, 2009, p. 138)
7
The Study Group of Graphic Representation in Virtual Environments
(GERGAV) initiated, at the Computer Graphics Laboratory (CGL) – at the
School of Fine Arts at the UFRJ, the creation of tri-dimensional models, in
association with LATEC/UFRJ, at the School of Communication and LAMCE, at
COPPE (Alberto Luiz Coimbra Institute Graduate School and Research in
Engineering).
The models developed in the VRML language were generated by the
3D Studio Max software and exported for download by the Internet. They can
be moved, bring near, send further apart and rotated according to the user’s
wishes (Figures 1, 2, 3 and 4). The visualization of the tri-dimensional models
can be accomplished on any computer upon the installation of a VRML
visualization and navigation plugin. In the case of this project, Cortona,
developed by Parallel/Graphics, was used in this project.
The objects developed are available at Galeria - Gallery in the section
Tópicos - Subjects at - Portal Espaço GD- DG Space Portal available at:
(www.eba.ufrj.br/gd/galeria.htm). It is here that the content is available to all
those interested, acting as a repository. (cf. Nascimento, 2009; Leffa, 2006).
(http://www.parallelgraphics.com/products/cortona). (Lima et al 2007, p. 9)
8
Figures 1, 2, 3 and 4. Four examples of Learning Objects created by undergraduated students during the course.
5 Final Considerations
The learning objects created in the CGL aim to diversify the classes of
the discipline being taught and are not meant to serve as the sole form of
teaching. Thus, the presence of a skilled professor is fundamental for the
correct use of the LOs and for student support. The students were not
restricted to only modeling the geometric surfaces, but they were also
stimulated to idealize projects according to their professional careers.
This experiment has demonstrated that the concept of learning objects
and the process of installing them can assist greatly in the educational process
and in the development of new courses and educational materials, all of which
aim to make teaching and learning of Descriptive Geometry, or any other
discipline, easier .
6 Acknowledgements
To the students Eduardo Faria, Anderson Batista Dias, André Alves Rocha and
Renata Fonseca for the work presented in this article.
7 References
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